Modules are quite a lengthy topic in The First Descendant but we'll try to make it as simple as possible. So, here we go: In this guide, we'll take a look at all the modules available in The First Descendant. These modules, or mods, can enhance either your Descendant or your weapons. The game also features modules in four different rarities: Transcendent, Ultimate, Rare, and Normal. We'll take a moment to explain all of this in the lengthy article below.
Table of Contents
How to Get Modules in The First Descendant?
To obtain modules in TFD, you need to complete specific requirements listed in the module's Acquisition Info. Here's how you can view the Acquisition Info for any module:
- Open the world map.
- Select the Access Info tab.
- Go to the Module screen.
- Hover over the desired module and press the Acquisition Info button.
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How to Equip Modules in The First Descendant?
Equipping modules in TFD is very easy, here's how to do it:
- Open the Inventory Screen
- Choose the Right Tab: For Descendant modules, select the Descendant Module tab. For weapon modules, select the specific weapon you want to modify.
- Drag and Drop Modules: In the Module screen, pick a module from the lower section and drag it to one of the slots at the top.
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Module Types and Their Uses
There are 2 large categories of Modules in The First Descendant: Weapon modules and Descendant modules. Here's a few words about each one:
Weapon Modules
Weapon Modules can enhance your weapon's performance by buffing stats like critical-hit damage, attack power, or magazine size. They are often specific to certain weapon types.
Descendant Modules
These special modules improve your Descendant's efficiency by adding effects to their actions, such as boosting health or enhancing specific skills.
Tips for Beginners
If you're new to the way The First Descendant works, feel free to use the Equip Recommended Module option to automatically select suitable modules from your inventory. This helps you get started with effective setups quickly. There's absolutely nothing wrong with that!
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All Modules in The First Descendant
All Descendant Modules in TFD
As the name suggests, these modules are available only to specific characters and have transcendence rarity. There are 4 modules for each descendant.
Name | Descendant | Effect |
Backdraft | Blair | Extinguish Skill Conversion. Flame Zone absorption significantly increases Weak Point ATK instead of Skill ATK. |
Classic Chef | Blair | Pitmaster Skill Conversion. Modifies the increases to Firearm and Skill Critical Hit Rate to 5 based on the Flame Zone count. Using Deadly Cuisine increases the number of Flame Zones created to 4. |
Incendiary Bomb | Blair | Blaze Up skill conversion. Throws a projectile forward that spawns a Flame Zone where it lands. |
Truly Deadly Cuisine | Blair | Deadly Cuisine Skill Conversion. Significantly increases the damage of Giant Fireballs. When a Giant Fireball explodes, Small Fireballs and Flame Zones do not spawn. |
Diamagnetic Bulwark | Kyle | Instead of Magnetic Bulwark’s projectile defense, knocks back enemies on contact. Recovers Magnetic Force based on the number of knockbacks. |
Superconductive Bombing | Kyle | While airborne, continuously consumes Magnetic Force to drop bombs. The bombing stops when Magnetic Force is completely depleted, and additional damage from Magnetic Force is not triggered on collision. |
Self-Directed Eruption | Kyle | Consumes Magnetic Force every second when used to pull enemies in front of Kyle. Deals great damage to nearby enemies when the skill ends. |
Collision Instinct | Kyle | After a dash, inflicts Stun at the end of a knockback. However, stacks are removed and DEF Up effect is not applied. |
Singing Water | Valby | Laundry Bomb Skill Conversion. Spawns a Seduction of Water where the Launcher’s bullet explodes. Until it is destroyed, the spawned Seduction of Water taunts surrounding monsters and inflicts the Laundry effect on them. |
Tidal Wave | Valby | Clean Up Skill Conversion. Does not leave watery trails when moving. When moving through a monster, inflicts skill damage on them. When the skill ends, deals AoE damage nearby. |
Supply Moisture | Valby | Water Intake Skill Conversion. While on water, increases Skill Critical Hit Rate, Skull Duration, and Firearm Attribute Status Effect Trigger Rate. Reduction of MP consumption does not apply. |
Water Play | Valby | Bubble Bullet skill conversion. Creates a rectangular-shaped pool of water in front. |
Battlesuit Melting Nuts | Sharen | Modifies Impact Rounds to be stackable. Modifies to reduce the enemy's DEF instead of stunning them. |
Void Domination | Sharen | Increases the targeting range of Flash Shortsword. Increases enemy targeting speed. |
Overcharged Edge | Sharen | Modifies Active Camouflage to consume Energy Shields instead of MP. Ambush damage increases by the amount of Energy Shields consumed. |
Release Cutting Force | Sharen | Modifies Cutoff Beam so that it can be unleashed as Sword Aura. |
Absolute-Zero | Ultimate Viessa | When using skill, Ice Shackle is not inflicted. When the skill lands a Critical Hit, inflicts Frostbite on the target. Successfully inflicting Frostbite triggers Ice Sphere. |
Cold Cohesion | Ultimate Viessa | The number of Ice Spheres increases by 5, and the base cooldown is reduced by 5 seconds. |
Blood and Iron | Gley | Life Orbs can no longer be acquired with the Thirst effect. Instead, Power of Life can be obtained when attacks land Firearm or Skill Critical Hits. |
Predator Instinct | Gley | Modifies Firearm ATK to increase when firing a Firearm during a Frenzied state. |
Massive Sanguification | Gley | Modifies Life Siphon to allow the absorption of Life Orbs during a Non-Frenzied state. |
Supersense | Gley | Modifies the effects of Frenzied state’s Maximize lethality during Increased Sensory. Fire Rate becomes fixed, but Weak Point ATK and Duration both increase. |
Neurotoxin Synthesis | Freyna | Modifies the effects of Room 0 Trauma as follows: -Does not spread Poison. -Adds ATK reduction & Weaken Regeneration effects. |
Venom Synthesis | Freyna | Putrid Venom skill conversion. Leaves behind a Toxic Footprint after every step. Inflicts Poison on enemies coming in contact with Toxic Footprint. |
Toxic Stimulation | Freyna | Defense Mechanism skill conversion. Grants Plague Bodyarmor to surrounding allies. |
Contagion | Freyna | When an enemy inflicted with Room 0 Trauma is killed, There is a contagion of Poison surrounding it. |
Bionic Fuel | Bunny | Modifies Speed of Light to consume HP instead of MP. |
Superconductor | Bunny | Adds a debuff that reduces the enemy’s ATK to the Electruction effect that Bunny inflicts. |
Electric Transition | Bunny | Modifies Speed of Light to recover Energy Shield continuously in proportion to the distance traveled. |
Electric Condense | Bunny | Changes Maximum Power into a form that causes damage around Bunny. |
Attacking Compulsion | Jayber | Healing Turret skill conversion. When using skill, summons an Assault Turret. The summoned turret operates in the same way as the existing Assault Turrets. |
Medical Compulsion | Jayber | Assault Turret skill conversion. When using skill, summons a Healing Turret. The summoned turret operates in the same way as the existing Healing Turrets. |
Immediate Purge Code | Jayber | Reactivate Skill Conversion. When using skill, instantly explodes all turrets and inflicts damage on nearby enemies. Creates Lightning AoE that deals continuous damage where the turrets exploded. |
Turret Engineering | Jayber | Multi-purpose Gun skill conversion. When using skill, recovers the HP of all summoned turrets and extends their duration. Does not switch turrets to Enhanced mode. |
Firearm Master | Ultimate Lepic | Removes Close Call’s effect. Reloading weapon increases Skill Power Modifier. |
Explosive Stacks | Ultimate Lepic | Modifies Grenade Throw to be charged up to 3 times. Grenade charges once whenever a certain amount of ammo is consumed. |
Cold-Bloodedness | Ultimate Viessa/Viessa | Frost Road Skill Conversion. When using skill, increases Skill Power Modifier and decreases MP Cost and Skill Cooldown. Frost Roads are not created when moving. |
Cold Snap Watch | Ultimate Viessa/Viessa | Cold Snap skill conversion. Creates a Cold Snap zone in front that remains for a certain period of time. Enemies enterting the Cold Snap zone are inflicted wtih Ice Shackle and suffer continuous damage. |
Hypothermy | Ultimate Viessa/Viessa | When using skill, inflicts Ice Needle insted of Ice Shackle. When Ice Needle reaches a certain number of stacks, passive skills are triggered. Ice Needle: Continuous damage to the target. Damage increases as it stacks. |
Glacial Cloud | Ultimate Viessa/Viessa | Blizzard Skill conversion. Throws a projectile forward that spawns a blizzard where it lands. |
Body Enhancement | Ajax | Void Energy is no longer available through Event Horizon. Increases DEF and Energy Shield proportionally to Max HP. |
Matrix Recomputation | Ajax | Modifies Expulsion to cast a buff that helps allies survive. |
Void Charge | Ajax | Modifies Void Walk and Expulsion damage to increase proportionally to DEF. |
Void Burst | Ajax | On using Expulsion, decreases Sub Attack Cooldown and increases its Damage. |
Nerve Infiltration | Ultimate Lepic/Lepic | Overclock no longer inflicts Burn. Inflicts Weaken Regeneration instead. |
Regenerative Braking | Ultimate Lepic/Lepic | Removes Close Call’s effect. When using skill, chance to recover MP instead. |
Power unit Change | Ultimate Lepic/Lepic | Overclock no longer increases Skill Power Modifier. Increases Firearm ATK instead. |
Increased Efficiency | Ultimate Lepic/Lepic | MP is no longer consumed while Overkill is active. It consumes MP when attacking with Overkill. It recovers MP when Overkill lands a Critical Hit. |
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Normal Rarity Modules in TFD
Name | Type | Effect |
Arche Acceleration | Skill Speed & Range Increase Modifier +3% | |
Better Concentration | Firearm Critical Hit Damage +8% | |
Colon Special Forces | 5% Movement Speed When Aiming | |
Better Weapon Weight | Weapon Change Speed +8% | |
Better Insight | Firearm Critical Hit Rate +9% | |
Chill Enhancement | Bullet Improvement | Adds Chill ATK equal to 8% of Firearm ATK |
Chill Specialist | Battle | Chill Skill Power Modifier +20% |
Dual Claw | Sub Weapon | |
Enlightenment | Max MP +4% | |
Energy Collection | MP Recovery +14% | |
Tonfa | Sub Weapon | |
Kicking | Sub Weapon | |
Shock Punch | Sub Weapon | |
Shortsword | Sub Weapon | |
Polygenic Antibody | All Attribute Resistances +60 | |
Power Increase | Battle | Skill Power +13% |
Enlightenment | Max MP +4% | |
Toxic Antibody | Toxin Resistance +154 | |
Medical Support | HP Heal +8% | |
Technician | Attack | Skill Power Modifier +13% |
Skill Concentration | Skill Critical Hit Damage +14% | |
Skill Insight | Skill Critical Hit Rate +14% | |
Tech Specialist | Attack | Tech Skill Power Modifier +19% |
Dimension Specialist | Attack | Dimension Skill Power Modifier +19% |
Singular Specialist | Attack | Singular Skill Power Modifier +19% |
Fusion Specialist | Attack | Fusion Skill Power Modifier +19% |
Toxic Specialist | Battle | Toxic Skill Power Modifier +20% |
Electric Specialist | Battle | Electric Skill Power Modifier +20% |
Fire Specialist | Battle | Fire Skill Power Modifier +20% |
Non-Attribute Specialist | Battle | Non-Attribute Skill Power Modifier +20% |
Skill Extension | Skill Duration +9%, applies only to certain skills for each Descendant | |
Skill Expansion | Skill Effect Range + 12%, applies only to certain skills for each Descendant | |
Increased DEF | DEF +16% | |
Increased Shield | Max Shield +15% | |
Increased HP | Max HP +22% | |
Regeneration Boost | HP Recovery Modifier +6% | |
Electric Antibody | Electric Resistance +154 | |
Cold Antibody | Chill Resistance +154 | |
Heat Antibody | Fire Resistance +154 | |
Strong Mentality | Skill Cost -4% | |
Nimble Fingers | Skill Cooldown -6% | |
Ironclad Defense | Critical Hit Resistance +7% | |
Impact Round Charge Improvement | Rounds Conversion | When acquiring dropped Impact Rounds, change to 1 High-Power Round for every 25 Rounds. |
Special Round Charge Improvement | Rounds Conversion | When acquiring dropped Special Rounds, change to 1 High-Power Round for every 120 Rounds. |
General Round Charge Improvement | Rounds Conversion | When acquiring dropped General Rounds, change to 1 High-Power Round for every 200 Rounds. |
Weak Point Sight | Weak Point Damage +9% | |
Colon Special Forces | 5% Movement Speed When Aiming | |
Better Concentration | Firearm Critical Hit Damage +9% | |
Expand Weapon Charge | Rounds per Magazine +12% | |
Shell UP | Shotgun | Shell Capacity +33% |
Recycling Genius | Reload Time Modifier +8% | |
Better Weapon Weight | Weapon Change Speed +6% | |
Hawk-Eye | Accuracy +11% | |
Better Insight | Firearm Critical Hit Rate +8% | |
Expand High-Power Magazine | Max High-Power Rounds +13% | |
Electric Enhancement | Bullet Improvement | Adds Electric ATK equal to 8% of Firearm ATK |
Toxic Enhancement | Bullet Improvement | Adds Toxic ATK equal to 8% of Firearm ATK |
Fire Enhancement | Bullet Improvement | Adds Fire ATK equal to 8% of Firearm ATK |
Vibration Absorption | Recoil -11% | |
Fire Rate UP | Fire Rate | Fire Rate +6% |
Rifling Reinforcement | Launcher | Explosive ATK +12% |
Rifling Reinforcement | Shotgun | Firearm ATK +12% |
Rifling Reinforcement | Sniper | Firearm ATK +12% |
Special Round Projectile Modification | Rounds Conversion | When acquiring dropped Special Rounds, change to 1 Impact Round for every 60 Rounds. |
General Round Projectile Modification | Rounds Conversion | When acquiring dropped General Rounds, change to 1 Impact Round for every 100 Rounds. |
Weak Point Sight | Weak Point Damage +9% | |
Colon Special Forces | 5% Movement Speed When Aiming | |
Better Concentration | Firearm Critical Hit Damage +8% | |
Expand Weapon Charge | Rounds per Magazine +12% | |
Recycling Genius | Reload Time Modifier +8% | |
Better Weapon Weight | Weapon Change Speed +6% | |
Expand Impact Magazine | Max Impact Rounds +13% | |
Hawk-Eye | Accuracy +11% | |
Electric Enhancement | Bullet Improvement | Adds Electric ATK equal to 8% of Firearm ATK |
Toxic Enhancement | Bullet Improvement | Adds Toxic ATK equal to 8% of Firearm ATK |
Fire Enhancement | Bullet Improvement | Adds Fire ATK equal to 8% of Firearm ATK |
Vibration Absorption | Recoil -11% | |
Fire Rate UP | Fire Rate | Fire Rate +6% |
Rifling Reinforcement | Firearm ATK +12% | |
Superconductivity Charge | Beam Rifle Charging Speed 10% | |
Impact Round Magazine Replacement | Rounds Conversion | When acquiring dropped Impact Rounds, change to 1 Special Round for every 2.1 Rounds |
General Round Magazine Replacement | Rounds Conversion | When acquiring dropped General Rounds, change to 1 Special Round for every 17 Rounds |
Weak Point Sight | Weak Point Damage +9% | |
Expand Weapon Charge | Rounds per Magazine +12% | |
Recycling Genius | Reload Time Modifier +8% | |
Better Weapon Weight | Weapon Change Speed +6% | |
Special Rounds Storage | Max Special Rounds +13% | |
Chill Enhancement | Bullet Improvement | Adds Chill ATK equal to 8% of Firearm ATK |
Hawk-Eye | Accuracy +11% | |
Better Insight | Firearm Critical Hit Rate +8% | |
Electric Enhancement | Bullet Improvement | Adds Electric ATK equal to 8% of Firearm ATK |
Toxic Enhancement | Bullet Improvement | Adds Toxic ATK equal to 8% of Firearm ATK |
Fire Enhancement | Bullet Improvement | Adds Fire ATK equal to 8% of Firearm ATK |
Vibration Absorption | Recoil -11% | |
Fire Rate UP | Fire Rate | Fire Rate +6% |
Rifling Reinforcement | Firearm ATK +12% | |
Colon Special Forces | 8% Movement Speed When Aiming | |
Normal Impact Rounds Refining | Rounds Conversion | When acquiring dropped Impact Rounds, change to 1 General Round for every 1.3 Rounds |
Normal Special Rounds Refining | Rounds Conversion | When acquiring dropped Special Rounds, change to 1 General Round for every 6 Rounds |
Weak Point Sight | Weak Point Damage +9% | |
Better Concentration | Firearm Critical Hit Damage +19% | |
Expand Weapon Charge | Rounds per Magazine +12% | |
Recycling Genius | Reload Time Modifier +8% | |
Expand General Magazine | Max General Rounds +13% | |
Chill Enhancement | Bullet Improvement | Adds Chill ATK equal to 8% of Firearm ATK |
Hawk-Eye | Accuracy +11% | |
Better Insight | Firearm Critical Hit Rate +10% | |
Electric Enhancement | Bullet Improvement | Adds Electric ATK equal to 8% of Firearm ATK |
Toxic Enhancement | Bullet Improvement | Adds Toxic ATK equal to 8% of Firearm ATK |
Fire Enhancement | Bullet Improvement | Adds Fire ATK equal to 8% of Firearm ATK |
Vibration Absorption | Recoil -11% | |
Fire Rate UP | Fire Rate | Fire Rate +8% |
Rifling Reinforcement | Firearm ATK +12% |
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All Rare Rarity Modules in TFD
Name | Type | Effect |
Non-Attribute Syncytium | Fortitude | Critical Hit Resistance +4%, Non-Attribute Skill Power +3%. |
Electronic Syncytium | Fortitude | Critical Hit Resistance +4%, Electric Skill Power +3%. |
Venom Syncytium | Fortitude | Critical Hit Resistance +4%, Toxic Skill Power +3%. (Translation is wrong. Grants Toxic Skill Power Boost Ratio, not Skill Power) |
Glacial Syncytium | Fortitude | Critical Hit Resistance +4%, Chill Skill Power +3%. |
Fire Syncytium | Fortitude | Critical Hit Resistance +4%, Fire Skill Power +3%. |
Safe Recovery | Medical | Outgoing Heal +4%, Incoming Final DMG -4.5%. |
Amplification Control | Range | Skill Effect Range +13%, Max Shield +9%. |
Autoimmunity | Guard | Incoming DMG Modifier -3%, HP Recovery +7.4%. |
Psychological Victory | Guard | Incoming DMG Modifier -2%, MP Recovery +3%. |
Weighing the Scales | Shield | Max Shield +21%, Skill Cost -3.7%. |
Battle of Stamina | HP | Max HP +12%, Skill Duration +8.8%. |
Iron Defense | Defense | DEF +22%, Skill Power Modifier +3%. |
Spear and Shield | Defense | DEF +22%, Skill Power +8.1%. |
Agony | MP | Max MP +2%, DEF +10%. |
Second Wind | Medical | HP Heal +5%, Skill Power -5%. |
Front Lines | Strike | Skill Critical Hit Damage +16%, Skill Critical Hit Rate +7%. |
Emergency Measures | Luck | Skill Critical Hit Rate +16%, Skill Critical Hit Damage +7%. |
Frugal Mindset | Resource | Skill Cost -2%, Skill Effect Range +6%. |
An Outstanding Investment | h | Skill Duration +5%, HP Heal +7.4%. |
MP Accelerant | h | Skill Duration +5%, Max MP +3.7%. |
Time Distribution | Control | Skill Cooldown -4%, Max HP +13%. |
Focus on Non-Attribute | Battle | Skill Non-Attribute Power +19%, Skill Cooldown -6.1% |
Focus on Toxic | Battle | Skill Toxic Power +19%, Skill Cooldown -6.1% |
Focus on Electric | Battle | Skill Electric Power +19%, Skill Cooldown -6.1% |
Focus on Chill | Battle | Skill Chill Power +19%, Skill Cooldown -6.1% |
Focus on Fire | Battle | Skill Fire Power +19%, Skill Cooldown -6.1% |
Focus on Tech | Attack | Skill Tech Power Modifier +17%, Skill Cooldown -6.1% |
Focus on Dimension | Attack | Skill Dimension Power Modifier +17%, Skill Cooldown -6.1% |
Focus on Singular | Attack | Skill Singular Power Modifier +17%, Skill Cooldown -6.1% |
Focus on Fusion | Attack | Skill Fusion Power Modifier +17%, Skill Cooldown -6.1% |
Non-Attribute Master | Battle | Skill Power +11%, Skill Non-Attribute Power +5% |
Toxic Master | Battle | Skill Power +11%, Skill Toxic Power +5% |
Electric Master | Battle | Skill Power +11%, Skill Electric Power +5% |
Chill Master | Battle | Skill Power +11%, Skill Chill Power +5% |
Fire Master | Battle | Skill Power +11%, Skill Fire Power +5% |
Tech Master | Battle | Skill Power +12%, Skill Tech Power Modifier +6% |
Dimension Master | Battle | Skill Power +12%, Skill Dimension Power Modifier +6% |
Singular Master | Battle | Skill Power +12%, Skill Singular Power Modifier +6% |
Fusion Master | Battle | Skill Power +12%, Skill Fusion Power Modifier +6% |
Strengthen Recovery | HP Recovery Modifier +6%, Outgoing DMG Modifier -1.8% | |
Pain Reliever | Guard | Incoming DMG Modifier -3%, Outgoing DMG Modifier -2.5% |
Defense Stance | Defense | DEF +16%, Outgoing DMG Modifier -1.8% |
Shoot Focus | Firearm ATK +4%, Skill Power Modifier -4% | |
Selective Recovery (HP) | HP Recovery Modifier +6%, MP Recovery Modifier -3.5% | |
Selective Recovery (MP) | MP Recovery Modifier +15%, HP Recovery Modifier -1.4% | |
Maximize Skill | Battle | Skill Power +22%, Skill Cooldown +13% |
Maximize Power | Attack | Skill Power Modifier +24%, Skill Cooldown 13% |
Maximize Range | Range | Skill Range +24%, Skill Power Modifier -5%. Range increase applies only to certain skills for each Descendant. |
Maximize Duration | h | Skill Duration +10%, Skill Power Modifier -5%. Range increase applies only to certain skills for each Descendant. |
Maximize Conservation | Resource | Skill Cost -9%, Skill Power Modifier -5% |
Sensory Dep (MP) | Guard | Incoming DMG Modifier -3%, Max MP -1.5% |
Sensory Dep (HP) | Guard | Incoming DMG Modifier -3%, Max HP -1.3% |
Maximize Toxic Resist | Toxin Resistance +18%, Max HP -1.3% | |
Maximize Electric Resist | Electric Resistance +18%, Max HP -1.3% | |
Maximize Chill Resist | Chill Resistance +18%, Max HP -1.3% | |
Maximize Fire Resist | Fire Resistance +18%, Max HP -1.3% | |
Stim Accelerant | HP | Max HP +23%, Max MP -4% |
Maximize Efficiency | Resource | Skill Cost -4%, Max MP -0.9% |
MP Conversion | Control | Skill Cooldown -9%, Max MP -4% |
Skill Simplification | Attack | Skill Power Modifier +21%, Max MP -6% |
Shield Conversion (MP) | MP | Max MP +3%, Max Shield -23% |
Shield Conversion (DEF) | Defense | DEF +17%, Max Shield -9% |
HP Conversion (MP) | MP | Max MP +3%, Max HP -19% |
HP Conversion (DEF) | Defense | DEF +17%, Max HP -13% |
HP Conversion (Shield) | Shield | Max Shield +16%, Max HP -13% |
HP Amplification | HP | Max HP +23%, Max Shield -9% |
Toxic Gunbarrel | Attribute ATK | Toxic ATK +23%, Fire Rate -6% |
Electric Gunbarrel | Attribute ATK | Electric ATK +23%, Fire Rate -6% |
Refrigerate Gunbarrel | Attribute ATK | Chill ATK +23%, Fire Rate -6% |
Superheat Gunbarrel | Attribute ATK | Fire ATK +23%. Fire Rate -6% |
Poison Priority | Attribute ATK | Toxic ATK +13%, Reload Time Modifier -8% |
Electric Priority | Attribute ATK | Electric ATK +13%, Reload Time Modifier -8% |
Chill Priority | Attribute ATK | Chill ATK +13%, Reload Time Modifier -8% |
Fire Priority | Attribute ATK | Fire ATK +13%, Reload Time Modifier -8% |
Hi Rate Insight | Accuracy, ShotGun | Accuracy +8%, Firearm Critical Hit Rate +3% |
Hit Rate Focus | Accuracy, ShotGun | Accuracy +8%, Firearm Critical Hit Damage +3% |
Weak Point Aiming | Accuracy, ShotGun | Accuracy +8%, Weak Point Damage +2% |
Deadeye | Accuracy, ShotGun | Accuracy +8%, Firearm ATK +1% |
Reload insight | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Rate +1% |
Reload Concentration | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Damage +3.5% |
Consume Magazines | Reload Time Modifier | Reload Time Modifier +6%, Weak Point Damage +2% |
Reload Expert | Reload Time Modifier | Reload Time Modifier +6%, Firearm ATK +1% |
Insight Stabilizer | Recoil | Recoil -8%, Firearm Critical Hit Rate +1% |
Concentration Stabilizer | Recoil | Recoil -8%, Firearm Critical Hit Damage +3.5% |
Fixed Shot | Recoil | Recoil -8%, Weak Point Damage +2% |
Stance Stabilizer | Recoil | Recoil -8%, Firearm ATK +1% |
Fire Rate Insight | Fire Rate | Fire Rate +8%, Firearm Critical Hit Rate +1% |
Fire Rate Concentration | Fire Rate | Fire Rate +8%, Firearm Critical Hit Damage +3.5% |
Weak Point Quick Fire | Fire Rate | Fire Rate +8%, Weak Point Damage +2% |
Bullet Rain | Fire Rate | Fire Rate +8%, Firearm ATK +1% |
Magazine Compulsive | Rounds per Magazine | Rounds per Magazine +10%, Weak Point Damage -3% |
Insight Support Ammo | Rounds per Magazine | Rounds per Magazine +8%, Firearm Critical Hit Rate +1% |
Concentrate Support Ammo | Rounds per Magazine | Rounds Per Magazine +8%, Firearm Critical Hit Damage +3.5% |
Maximize Weight Balance | Rounds per Magazine | Rounds Per Magazine +8%, Weak Point Damage +2% |
Weapon Tuning | Rounds per Magazine | Rounds Per Magazine +8%, Firearm ATK +1% |
Edging Shot | Firearm Critical Hit Rate | Firearm Critical Hit Rate +9%, Firearm ATK -4% |
Insight Concentration | Firearm Critical Hit Rate | Firearm Critical Hit Rate +9%, Firearm Critical Hit Damage 3.5% |
Adventurer | Firearm Critical Hit Rate | Firearm Critical Hit Rate +5%, Weak Point Damage +2% |
Marksman | Firearm Critical Hit Rate | Firearm Critical Hit Rate +5%, Firearm ATK +1% |
Concentration Priority | Firearm Critical Hit Damage | Firearm Critical Hit Damage +8%, Reload Time Modifier -8% |
Target Detection | Firearm Critical Hit Damage | Firearm Critical Hit Damage +5%, Weak Point Damage +2% |
Commando Marksmanship | Firearm Critical Hit Damage | Firearm Critical Hit Damage +5%, Firearm ATK +1% |
Fatal Critical | Firearm Critical Hit Damage | Firearm Critical Hit Damage +5%, Firearm Critical Hit Rate +1% |
Weak Point Sight | Weak Point Strike, ShotGun | Unknown— Devs have not completed this one |
Weak Point Detection | Weak Point Strike | Weak Point Damage +5%, Firearm ATK +1% |
Concentrated Fire | Weak Point Strike | Weak Point Damage +5%, Firearm Critical Hit Damage +3.5% |
Weak Point Insight | Weak Point Strike | Weak Pont Damage +5%, Firearm Critical Hit Rate +1% |
Action and Reaction | ATK, Launcher | Explosive ATK +15%, Recoil +5% |
Slow Art | ATK, Launcher | Explosive ATK +15%, Fire Rate -6% |
Anti-Matter Round | ATK, Launcher | Explosive ATK +8%, Firearm Critical Hit Damage +3.5% |
Pinpoint Shot | ATK, Launcher | Explosive ATK +8%, Weak Point Damage +2% |
Sharp Shooter | ATK, Launcher | Explosive ATK +8%, Firearm Critical Hit Rate +1% |
Action and Reaction | ATK, Shotgun | Firearm ATK +x%, Recoil +x% |
Slow Art | ATK, Shotgun | Firearm ATK +15%, Fire Rate -6% |
Anti-matter Round | ATK, Shotgun | Firearm ATK +8%, Firearm Critical Hit Damage +3% |
Pinpoint Shot | ATK, Shotgun | Firearm ATK +8%, Weak Point Damage +2% |
Sharpshooter | ATK, Shotgun | Firearm ATK +8%, Firearm Critical Hit Rate +3% |
Action and Reaction | ATK, Sniper | Firearm ATK +x%, Recoil +x% |
Slow Art | ATK, Sniper | Firearm ATK 15%, Fire Rate -6% |
Anti-matter Round | ATK, Sniper | Firearm ATK +8%, Firearm Critical Hit Damage +3.5% |
Pinpoint Shot | ATK, Sniper | Firearm ATK +8%, Weak Point Damage +2% |
Sharpshooter | ATK, Sniper | Firearm ATK +8%, Firearm Critical Hit Rate +1% |
High-Power Rounds Compulsive | Max High-Power Rounds +15%, Movement Speed -5% | |
Toxic Gunbarrel | Attribute ATK | Toxic ATK +28%, Fire Rate -6% |
Electric Gunbarrel | Attribute ATK | Electric ATK +28%, Fire Rate -6% |
Refrigerate Gunbarrel | Attribute ATK | Chill ATK +28%, Fire Rate -6% |
Superheat Gunbarrel | Attribute ATK | Fire ATK +28%. Fire Rate-6% |
Hit Rate Insight | Accuracy | Accuracy +8%, Firearm Critical Hit Rate +1.5% |
Aiming Compensation | Accuracy | Accuracy +8%, Firearm Critical Hit Damage +4% |
Weak Point Aiming | Accuracy | Accuracy +8%, Weak Point Damage +2% |
Deadeye | Accuracy | Accuracy +8%, Firearm ATK +1% |
Reload Insight | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Rate +1.5% |
Reload Concentration | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Damage +4% |
Consume Magazines | Reload Time Modifier | Reload Time Modifier +6%. Weak Point Damage +2% |
Reload Expert | Reload Time Modifier | Reload Time Modifier +6%, Firearm ATK +1% |
Insight Stabilizer | Recoil | Recoil -8%, Firearm Critical hit Rate +1.5% |
Concentration Stabilizer | Recoil | Recoil -8%, Firearm Critical Hit Damage +4% |
Fixed Shot | Recoil | Recoil -8%, Weak Point Damage +2% |
Stance Stabilizer | Recoil | Recoil -8%, Firearm ATK +1% |
Fire Rate Insight | Fire Rate | Fire Rate +8%, Firearm Critical Hit Rate +1.5% |
Fire Rate Concentration | Fire Rate | Fire Rate +8%, Firearm Critical Hit Damage +4% |
Weak Point Quick Fire | Fire Rate | Fire Rate +8%, Weak Point Damage =2% |
Bullet Rain | Fire Rate | Fire Rate +8%. Firearm ATK +1% |
Insight Support Ammo | Rounds per Magazine | Rounds per Magazine +8%, Firearm Critical Hit Rate +1.5% |
Concentrate Support Ammo | Rounds per Magazine | Rounds per Magazine +8%, Firearm Critical Hit Damage +4% |
Maximize Weight Balance | Rounds per Magazine | Rounds Per Magazine +8%, Weak Point Damage +2% |
Weapon Tuning | Rounds per Magazine | Rounds per Magazine +8%, Firearm ATK +1% |
Insight Concentration | Firearm Critical Hit Rate | Firearm Critical Hit Rate +5%, Firearm Critical Hit Damage +4% |
Adventurer | Firearm Critical Hit Rate | Firearm Critical Hit Rate +5%, Weak Point Damage +2% |
Marksman | Firearm Critical Hit Rate | Firearm Critical Hit Rate +5%, Firearm ATK +1% |
Target Detection | Firearm Critical Hit Damage | Firearm Critical Hit Damage +5%, Weak Point Damage +2% |
Commando Marksmanship | Firearm Critical Hit Damage | Firearm Critical Hit Damage +5%, Firearm ATK +1% |
Fatal Critical | Firearm Critical Hit Damage | Firearm Critical Hit Damage +5%, Firearm Critical Hit Rate +1.5% |
Weak Point Detection | Weak Point Strike | Weak Point Damage +5%, Firearm ATK +1% |
Concentrated Fire | Weak Point Strike | Weak Point Damage +5%, Firearm Critical Hit Damage +4% |
Weak Point Insight | Weak Point Strike | Weak Point Damage +5%, Firearm Critical Hit Rate +1.5% |
Anti-Matter Round | ATK | Firearm ATK +8%, Firearm Critical Hit Damage +4% |
Pinpoint Shot | ATK | Firearm ATK +8%, Weak Point Damage +2% |
Sharpshooter | ATK | Firearm ATK +8%, Firearm Critical Hit Rate +1.5% |
Have Aiming | Weak Point Strike | Unknown— Devs have not completed this one |
Impact Rounds Compulsive | Rounds per Magazine | Max Impact Rounds +15%, Movement Speed -5% |
Magazine Compulsive | Firearm Critical Hit Rate | Rounds per Magazine +10%, Weak Point Damage -3% |
Edging Shot | Attribute ATK | Firearm Critical Hit Rate +8%, Firearm ATK -4% |
Poison Priority | Attribute ATK | Toxic ATK +13%, Reload Time Modifier -8% |
Electric Priority | Attribute ATK | Electric ATK +13%, Reload Time Modifier -8% |
Chill Priority | Attribute ATK | Chill ATK +13%, Reload Time Modifier -8% |
Fire Priority | Attribute ATK | Fire ATK +13%, Reload Time Modifire -8% |
Concentration Priority | Firearm Critical Hit Damage | Firearm Critical Hit Damage +8%, Reload Time Modifier -8% |
Action and Reaction | ATK | Firearm ATK +x%, Recoil +x% |
Slow Art | ATK | Firearm ATK +16, Fire Rate -6% |
Toxic Gunbarrel | Attribute ATK | Toxic ATK +20%, Fire Rate -6% |
Electric Gunbarrel | Attribute ATK | Electric ATK+20, Fire Rate -6% |
Refrigerate Gunbarrel | Attribute ATK | Chill ATK 20%, Fire Rate -6% |
Superheat Gunbarrel | Attribute ATK | Fire ATK +20%, Fire Rate -6% |
Hit Rate Insight | Accuracy | Accuracy +8%, Firearm Critical Hit rate +1.5% |
Aiming Compensation | Accuracy | Accuracy +8%, Firearm Critical Hit Damage +5% |
Weak Point Aiming | Accuracy | Accuracy +8%, Weak Point Damage +2% |
Deadeye | Accuracy | Accuracy +8%, Firearm ATK +1% |
Reload Insight | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Rate +1.5% |
Reload Concentration | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Damage 5% |
Consume Magazines | Reload Time Modifier | Reload Time Modifier +6%, Weak Point Damage +2% |
Reload Expert | Reload Time Modifier | Reload Time Modifier +6%, Firearm ATK +1% |
Insight Stabilizer | Recoil | Recoil -8%m Firearm Critical Hit Rate +1.5% |
Concentration Stabilizer | Recoil | Recoil -8%, Firearm Critical Hit Damage +5% |
Fixed Shot | Recoil | Recoil +8%, Weak Point Damage +2% |
Stance Stabilizer | Recoil | Recoil -8%, Firearm ATK +1% |
Fire Rate Insight | Fire Rate | Fire Rate +8%m Firearm Critical Hit Rate +1.5% |
Fire Rate Concentration | Fire Rate | Fire Rate +8%, Firearm Critical Hit Damage +5% |
Weak Point Quick Fire | Fire Rate | Fire Rate +8%, Weak Point Damage +2% |
Bullet Rain | Fire Rate | Fire Rate +8%, Firearm ATK +1% |
Insight Support Ammo | Rounds per Magazine | Rounds per Magazine +8%, Firearm Critical Hit Rate +1.5% |
Concentrate Support Ammo | Rounds per Magazine | Rounds per Magazine +8%, Firearm Critical Hit Damage +5% |
Maximize Weight Balance | Rounds per Magazine | Rounds per Magazine +8%, Weak Point Damage +2% |
Weapon Tuning | Rounds per Magazine | Rounds per Magazine +8%, Firearm ATK +1% |
Insight Concentration | Firearm Critical Hit Rate | Firearm Critical Hit Rate +8%, Firearm Critical Hit Damage +5% |
Adventurer | Firearm Critical Hit Rate | Firearm Critical Hit Rate +8%, Weak Point Damage +1% |
Marksman | Firearm Critical Hit Rate | Firearm Critical Hit Rate +8%, Firearm ATK +1% |
Target Detection | Firearm Critical Hit Damage | Firearm Critical Hit Damage +8%, Weak Point Damage +2% |
Commando Marksmanship | Firearm Critical Hit Damage | Firearm Critical Hit Damage +8%, Firearm ATK +1% |
Fatal Critical | Firearm Critical Hit Damage | Firearm Critical Hit Damage +8%, Firearm Critical Hit Rate +1.5% |
Weak Point Detection | Weak Point Strike | Weak Poind Damage +5%, Firearm ATK +1% |
Concentrated Fire | Weak Point Strike | Weak Point Damage +5%, Firearm Critical Hit Damage +5% |
Weak Point Insight | Weak Point Strike | Weak Point Damage +5%, Firearm Critical Hit Rate +1.5% |
Anti-Matter Round | ATK | Firearm ATK +8%, Firearm Critical Hit Damage +5% |
Pinpoint Shot | ATK | Firearm ATK +8%, Weak Point Damage +2% |
Sharpshooter | ATK | Firearm ATK +8%, Firearm Critical Hit Rate +1.5% |
Have Aiming | Weak Point Strike | Unknown— Devs have not completed this one |
Special Rounds Compulsive | Max Special Rounds +15%, Movement Speed -5% | |
Magazine Compulsive | Rounds Per Magazine | Rounds Per Magazine +10%, Weak Point Damage -3% |
Edging Shot | Firearm Critical Hit Rate | Firearm Critical Hit Rate +8%, Firearm ATK -4% |
Poison Priority | Attribute ATK | Toxic ATK +13%, Reload Time Modifier -8% |
Electric Priority | Attribute ATK | Electric ATK +13%, Reload Time Modifier -8% |
Chill Priority | Attribute ATK | Chill ATK +13%, Reload Time Modifier -8% |
Fire Priority | Attribute ATK | Fire ATK +13%, Reload Time Modifier -8% |
Concentration Priority | Firearm Critical Hit Damage | Firearm Critical Hit Damage +12%, Reload Time Modifier -8% |
Action and Reaction | ATK | Firearm ATK +x%, Recoil +x% |
Slow Art | ATK | Firearm ATK +16, Fire Rate -6% |
Toxic Gunbarrel | Attribute ATK | Toxic ATK +20%, Fire Rate -6% |
Electric Gunbarrel | Attribute ATK | Electric ATK +20%, Fire Rate -6% |
Refrigerate Gunbarrel | Attribute ATK | Chill ATK +20%, Fire Rate -6% |
Superheat Gunbarrel | Attribute ATK | Fire ATK +20%, Fire Rate -6% |
Hit Rate Insight | Accuracy | Accuracy +8%, Firearm Critical Hit Rate +1.5% |
Aiming Compensation | Accuracy | Accuracy +8%, Firearm Critical Hit Damage +6.5% |
Weak Point Aiming | Accuracy | Accuracy +8, Weak Point Damage +2% |
Deadeye | Accuracy | Accuracy +8%, Firearm ATK +1% |
Reload Insight | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Rate +3% |
Reload Concentration | Reload Time Modifier | Reload Time Modifier +6%, Firearm Critical Hit Damage +6.5% |
Consume Magazines | Reload Time Modifier | Reload Time Modifier +6%, Weak Point Damage +2% |
Reload Expert | Reload Time Modifier | Reload Time Modifier +6%, Firearm ATK +1% |
Insight Stabilizer | Recoil | Recoil -8%, Firearm Critical Hit Rate +1.5% |
Concentration Stabilizer | Recoil | Recoil -8%, Firearm Critical Hit Damage +6.5% |
Fixed Shot | Recoil | Recoil -8%, Weak Point Damage +2% |
Stance Stabilizer | Recoil | Recoil -8%, Firearm ATK +1% |
Fire Rate Insight | Fire Rate | Fire Rate +8%, Firearm Critical Hit Rate +1.5% |
Fire Rate Concentration | Fire Rate | Fire Rate +8%, Firearm Critical Hit Damage +6.5% |
Weak Point Quick Fire | Fire Rate | Fire Rate +8%, Weak Point Damage +2% |
Bullet Rain | Fire Rate | Fire Rate +8%, Firearm ATK +1% |
Insight Support Ammo | Rounds Per Magazine | Rounds per Magazine +8%, Firearm Critical Hit Rate +1.5% |
Concentrate Support Ammo | Rounds Per Magazine | Rounds per Magazine +8%, Firearm Critical Hit Damage +6.5% |
Maximize Weight Balance | Rounds Per Magazine | Rounds per Magazine +8%, Weak Point Damage +2% |
Weapon Tuning | Rounds Per Magazine | Rounds per Magazine +8%, Firearm ATK +1% |
Insight Concentration | Firearm Critical Hit Rate | Firearm Critical Hit Rate +8%, Firearm Critical Hit Damage +6.5% |
Adventurer | Firearm Critical Hit Rate | Firearm Critical Hit Rate +8%, Weak Point Damage +2% |
Marksman | Firearm Critical Hit Rate | Firearm Critical Hit Rate +8%, Firearm ATK +1% |
Target Detection | Firearm Critical Hit Damage | Firearm Critical Hit Damage +8%, Weak Point Damage +2% |
Commando Marksmanship | Firearm Critical Hit Damage | Firearm Critical Hit Damage +8%, Firearm ATK +1% |
Fatal Critical | Firearm Critical Hit Damage | Firearm Critical Hit Damage +8%, Firearm Critical Hit Rate +1% |
Weak Point Detection | Weak Point Strike | Weak Point Damage +8%, Firearm ATK +1% |
Concentrated Fire | Weak Point Strike | Weak Point Damage +8%, Firearm Critical Hit Damage +6.5% |
Weak Point Insight | Weak Point Strike | Weak Point Damage +8%, Firearm Critical Hit Rate +1.5% |
Anti-matter Round | ATK | Firearm ATK +8%, Firearm Critical Hit Damage +6.5% |
Pinpoint Shot | ATK | Firearm ATK +8%, Weak Point Damage +2% |
Sharpshooter | ATK | Firearm ATK +8%, Firearm Critical Hit Rate +1.5% |
Have Aiming |
Weak Point Strike
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|
General Rounds Compulsive | Max General Rounds +15%, Movement Speed -5% | |
Magazine Compulsive | Rounds Per Magazine | Rounds per Magazine +10%, Weak Point Damage -3% |
Edging Shot | Firearm Critical Hit Rate | Firearm Critical Hit Rate +11%, Firearm ATK -4% |
Poison Priority | Attribute ATK | Toxic ATK +13%, Reload Time Modifier -8% |
Electric Priority | Attribute ATK | Electric ATK +13%, Reload Time Modifier -8% |
Chill Priority | Attribute ATK | Chill ATK +13%, Reload Time Modifier -8% |
Fire Priority | Attribute ATK | Fire ATK +13%, Reload Time Modifier -8% |
Concentration Priority | Firearm Critical Hit Damage | Firearm Critical Hit Damage +30%, Reload Time Modifier -8% |
Action and Reaction | ATK | Firearm ATK +x%, Recoil +x% |
Slow Art | ATK | Firearm ATK +16%, Fire Rate -6% |
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All Ultimate Rarity Modules
Name | Type | Effect |
Multi-Maneuvering | Sub Weapon | Modifies the Max Stack of Grappling Hook to 3 But the Base Range decreases to 18m and Charge Time increases by 20%. Based on the Enhancement Level, increases Max Module Capacity (current +x), decreases Charge Time Increase (current +x%). |
Long-Distance Maneuvering | Sub Weapon | Modifies the Grappling Hook range to 25m But the Base Charge Time changes to 6s and Charge Time increases by 20%. Based on the Enhancement Level, increases Max Module Capacity (current +x), decreases Charge Time Increase (current +x%). |
Mid-Air Maneuvering | Sub Weapon | Modifies the Grappling Hook to be cast mid-air. However, it can only be used once, and Charge Time increases by 20%. Based on the Enhancement Level, increases Max Module Capacity (current +x), decreases Charge Time Increase (current +x%). |
Final Wish | Arche Tech | When attacking enemies with an Ultimate Skill, Skill Cost -9%, Skill Power -10% for 10s (cooldown 0s) |
Narcissism | Support Tech | While Sprinting, Skill Cost -2%/Skill Cooldown +1% every second (up to 10 stacks). |
Continuous Exaltation | Arche Tech | On Charging Melee Attack, grants the Exalt effect for 20s. At 5 stacks of the Exalt effect, changes to the Passion effect. Active Skill Cooldown -90% and Skill Power -6% once for 10s. |
Lethal Infection | Arche Tech | When landing a Firearm Critical Hit on an enemy inflicted with a debuff, Skill Power Modifier +1% for 5s (up to 10 stacks, Cooldown 0s). |
Dangerous Ambush | Arche Tech | When landing a Skill Attack while the enemy is not targeting you, Skill Power +6%. On Skill Attack while the enemy is Groggy (Parts Removal, Boss Stress Gauge), Skill Power +6%. |
Weaken Recovery | On Sub Attack, Outgoing Heal -50% for 10s at a 100% chance (Cooldown 25s). | |
Multitalented | Arche Tech | When using the Dimension Active Skill, Skill Cooldown -5% for 5s. When using the Fusion Active Skill, Skill Cost -4% and Duration 4% for 5s. When using the Tech Active Skill, Skill Range, and Power Modifier + 9% for 5s. When using the Singular Active Skill, All Attribute Damage +8% for 5s. Only one of the effects is applied. |
Passionate Sponsor | Arche Tech | When buffing or recovering an ally, Firearm ATK, and Skil Power Modifier +2% each time for 5s (up to 10 stacks). |
Gladiator | Support Tech | When defeating enemies with Sub Attack, its remaining Cooldown -50%. |
Technique Manual | Arche Tech | Landing a skill attack deals 12% of your own Max HP as additional damage to the target (Cooldown 8s against the same target). |
Decimator | Arche Tech | When defeating enemies inflicted with debuffs, Skill Power Modifier +2% per defeated enemy for 15s (up to 10 stacks). |
Conditional Recharge | Support Tech | When using skill, consumes 4% of Max HP and recovers 3% of Max Shield (However, neither happens when HP is 1 or lower). |
Preemptive Strike | Arche Tech | On Skill Attack upon enemies with max HP, deals 8.5% of the skill damage incurred as additional damage on the target. |
Overwhelming HP | Final Hand | Increases Max HP by 50% Max Shield. Max Shield is fixed to 1. |
Overwhelming DEF | Final Hand | Increases DEF by 50% of Max HP. Max HP is fixed to 1. |
Overwhelming Shield | Final Hand | Increases Max Shield by 50% of Max HP. Max HP is fixed to 1. |
Heat Release | Burn Immunity. Fire Resistance +7%. | |
Perfect Antivenom | Poison Immunity. Toxin Resistance +7%. | |
Veteran’s Tactics | Support Tech | When defeating an enemy, resets the cooldown of a random skill at a 2.1% chance. |
Antifreeze Solution | Frostbite Immunity. Chill Resistance +7%. | |
Insulate Conductor | Electrocution Immunity. Electric Resistance +7%. | |
MP Collector | Support Tech | When defeating an enemy, instantly recovers 12.2% of Max MP at 4% chance. |
Potent Collector | Support Tech | When defeating an enemy, instantly recovers 12.2% of Custom Resources at a 4% chance. Characters with Custom Resources: -Ajax -Bunny -Gley -Kyle |
An Iron Will | Support Tech | When Shield is at 0%, DEF +32%. |
Accelerated Driveshaft | Arche Tech | When Rolling, the Fire Rate gets +8% for 5s at a 15% chance. |
Improve Driveshaft | Arche Tech | When Rolling, Firearm ATK +8% for 5s at a 15% chance. |
Midair Fire | While Jumping, Accuracy +8%, DEF -8%. | |
MP Plunder | When defeating an enemy with Sub Attack, recovers 12.2% MP at a 8% chance. | |
HP Plunder | When defeating an enemy with Sub Attack, recovers 9% HP at a 8% chance. | |
Iron Knuckle | On Sub Attack, Knockdown enemies (Cooldown 8.9s). | |
Burst Absorption | On Sub Attack, acquires a DEF +32% buff for 5s. | |
Absolute Curse | Upon Colossus Part removal inflicts Dispel which removes buffs on Colossi. | |
Mass Purification | Upon Colossus Part destruction, grants Purification which removes debuffs to players within a 50m radius. | |
Walk a Tightrope | When HP is 50% or lower, Skill Power Modifier +8%, Firearm ATK +8%. | |
HP Collector | Support Tech | When defeating an enemy, instantly recovers 9% of Max HP (Cooldown 11s). |
Defense Master | Special Mod | When defeating an enemy, DEF +120% for 10s (Cooldown 25s) |
Real-Life Fighter | Special Mod | Base Accuracy -20%. On dealing Weak Point DMG, Firearm ATK +3% for 5s (up to 10 stacks) But loses 2 stacks per failed Weak Point Attack. |
Lethal Finish | Special Mod | When firing a firearm, ammo with an additional 20% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the additional attack, the module cooldown is -10s However, the firearm’s base Weak Point Damage is Fixed at 100% |
Unstoppable Smasher | Special Mod, ShotGun | When defeating an enemy, Shell Capacity +30% for 5s at a 8% chance. |
Strengthen First Shot | Special Mod | After Reload, the first shot’s Firearm ATK +100% (Cooldown 20s) |
Special Sight | Special Mod | Movement Speed WHen Aiming -8%, Weak Point Damage When Aiming 8% |
Descendant Roll | Special Mod | When rolling, auto-reloads the active weapon at a 50% chance (Cooldown 20s) |
Weak Point Expansion | Special Mod | On Weak Point hit, Weak Point Damage +35% (Cooldown 20s) |
Dopaminergic Activate | Special Mod | On Weak Point hit, Firearm Critical Hit Rate +8%, Firearm Critical Hit Damage +10% (Cooldown 20s) |
Auto-Reload | Special Mod, ShotGun | When changing weapons, auto-reloads stored weapons (Cooldown 15s) |
Electric Conductor | Special Mod | When attacking enemies inflicted with Electrocution, Firearm ATK +8% |
Toxic Conductor | Special Mod | When attacking enemies inflicted with Poison, Firearm ATK +8% |
Snowflake Conductor | Special Mod | When attacking enemies inflicted with Frostbite, Firearm ATK +8% |
Fire Conductor | Special Mod | When attacking enemies inflicted with Burn, Firearm ATK +8% |
Quick Freezer | Special Mod | When defeating an enemy inflicted with Frostbite, inflicts Frostbite on other enemies within 3 m of the target for 0.8s (Cooldown 5s) |
Venom Injector | Special Mod | When defeating an enemy inflicted with Poison, inflicts Poison on other enemies within 3 m of the target for 5s (Cooldown 20s) |
Remote Generator | Special Mod | When defeating an enemy inflicted with Electrocution, inflict Electrocution on other enemies within 3 m of the target for 3s (Cooldown 20s) |
Heat Incinerator | Special Mod | When defeating an enemy inflicted with Burn, inflicts Burn on other enemies within 3 m of the target for 5s (Cooldown 20s) |
Mental Focus | Special Mod | Base Fire Rate -10%. When firing a firearm, Firearm ATK +0.8% for 2s (up to 30 stacks) Removes the effect when reloading or changing the firearm |
Real-life Fighter | Special Mod | Base Accuracy -20%. On dealing Weak Point DMG, Firearm ATK +3% for 5s (up to 10 stacks) But loses 2 stacks per failed Weak Point Attack |
Sharp Precision Shot | Special Mod | Base Fire Rate -20%. While Pulling the trigger, Fire Rate +4%, Recoil -5%, and Firearm ATK |
Lethal Finish | Special Mod | When firing a firearm, ammo with an additional 30% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the additional attack, the module cooldown is -10s However, the firearm’s base Weak Point Damage is fixed at 100% |
Defense Master | Special Mod | When defeating an enemy, DEF +128.3% for 10s (Cooldown 25s) |
Payout | Special Mod | When landing a Firearm Weak Point Attack rounds are not consumed for 3s (Cooldown 25s) |
Special Sight | Special Mod | Movement Speed When Aiming -8%, Weak Point Damage When Aiming 8% |
Weak Point Expansion | Special Mod | On Weak Point Damage +35% (cooldown 15s) |
Hardline Suppression | Special Mod | On Weak Point hit, 18% Chance to Knockdown target |
Dopaminergic Activate | Special Mod | On Weak Point hit, Firearm Critical Hit Rate +8%, Firearm Critical Hit Damage +12% (Cooldown 15s) |
Better Weapon Weight | Special Mod | Weapon Change Speed +25% When changing weapons, DEF +32% for 5s (cooldown 15s) |
Electric Conductor | Special Mod | When attacking enemies inflicted with Electrocution, Firearm ATK +8% |
Toxic Conductor | Special Mod | When attacking enemies inflicted with Poison, Firearm ATK +8% |
Snowflake Conductor | Special Mod | When attacking enemies inflicted with Frostbite, Firearm ATK +8% |
Fire Conductor | Special Mod | When attacking enemies inflicted with Burn, Firearm ATK +8% |
Venom Injector | Special Mod | When defeating an enemy inflicted with Poison, inflicts Poison on other enemies within 3 m of the target for 5s (Cooldown 20s) |
Remote Generator | Special Mod | When defeating an enemy inflicted with Electrocution, inflicts Electrocution on other enemies within 3 m of the target for 3s (Cooldown 20s) |
Quick Freezer | Special Mod | When defeating an enemy inflicted with Frostbite, inflicts Frostbite on other enemies within 3m of the target for 0.8s (Cooldown 5s) |
Heat Incinerator | Special Mod | When defeating an enemy inflicted wtih Burn, inflicts Burn on other enemies within 3 m of the target for 5s (Cooldown 20s) |
Frigid Burn | Special Mod | Hitting an enemy 3 times in a row with a firearm attack from a distance of 25m or more deals 24% Chill ATK as additional damage. |
Sharp Precision Shot | Special Mod | Base Fire Rate -20%. While pulling the trigger, Fire Rate +4%, Recoil -5%, and Firearm ATK +6% every 1s (up to 10 stacks). |
Lethal Finish | Special Mod | When firing a firearm, ammo with an additional 30% Critical Hit Rate are fired (Cooldown 15s). When defeating an enemy with the additional attack, module cooldown is -10s. However, the firearm’s base Weak Point Damage is fixed at 100%. |
Mental Focus | Special Mod | Base Fire Rate -10%. When firing a firearm, Firearm ATK +.4% for 2s (up to 60 stacks). Removes effect when reloading or changing firearm. |
Real-Life Fighter | Special Mod | Base Accuracy -20%. On dealing Weak Point DMG, Firearm ATK +3% for 5s (up to 10 stacks). But loses 2 stacks per failed Weak Point Attack. |
Analysis Master | Special Mod | On hit, enemy’s Firearm Critical Hit Resistance -25% for 10s. This effect stacks up to 3 times (Cooldown 15s). |
Spray and Pray | Special Mod | When landing a Firearm Critical Hit, rounds are not consumed for 3s (Cooldown 25s). |
Brisk Walk | Special Mod | On hit, Movement Speed +10% for 5s (Cooldown 25s). |
Sweeping Squad | Special Mod | When defeating an enemy, Firearm ATK +10.6% for 5s at a 33% chance. This effect stacks up to 3 times. |
Battlesuit Crusher | Special Mod | On hit, enemy’s DEF -30% for 10s (Cooldown 25s). |
Hardline Suppression | Special Mod | On Weak Point hit, 5% chance to Knockdown target. |
Snowflake Conductor | Special Mod | When attacking enemies inflicted with Frostbite, Firearm ATK +8% |
Fire Conductor | Special Mod | When attacking enemies inflicted with Burn, Firearm ATK +8% |
Electric Conductor | Special Mod | When attacking enemies inflicted with Electrocution, Firearm ATK +8% |
Toxic Conductor | Special Mod | When attacking enemies inflicted with Poison, Firearm ATK +8% |
Quick Freezer | Special Mod | When defeating an enemy inflicted with Frostbite, inflicts Frostbite on other enemies within 3m of the target for .8s (Cooldown 5s). |
Venom Injector | Special Mod | When defeating an enemy inflicted with Poison, inflicts Poison on other enemies within 3m of the target for 5s (Cooldown 20s). |
Remote Generator | Special Mod | When defeating an enemy inflicted with Electrocution, inflicts Electrocution on other enemies within 3m of the target for 3s (Cooldown 20s). |
Heat Incinerator | Special Mod | When defeating an enemy inflicted with Burn, inflicts Burn on other enemies within 3m of the target for 5s (Cooldown 20s). |
Toxic Infusion | Special Mod | On hit, enemy’s Toxin Resistance -8% for .5s at a 3% chance |
Chill Infusion | Special Mod | On hit, enemy’s Chill Resistance -8% for .5s at a 3% chance |
Electric Infusion | Special Mod | On hit, enemy’s Electric Resistance -8% for .5s at a 3% chance |
Heat Infusion | Special Mod | On hit, enemy’s Fire Resistance -8% for .5s at a 3% chance |
Sharp Precision Shot | Special Mod | Base Fire Rate -20%, While pulling the trigger, Fire Rate +4%, Recoil -5%, and Firearm ATK +6% every 1.5s (up to 10 stacks) |
Lethal Finish | Special Mod | When firing a firearm, ammo with an additional 30% Critical Hit Rate are fired (Cooldown 15s). When defeating an enemy with the additional attack, module cooldown is -10s. However, the firearm’s base Weak Point Damage is fixed at 100%. |
Mental Focus | Special Mod | Base Fire Rate -10%. When firing a firearm, Firearm ATK +.25% for 2s (up to 150 stacks). Removes effect when reloading or changing firearm. |
Real-Life Fighter | Special Mod | Base Accuracy -20%. On dealing Weak Point DMG, Firearm ATK +3% for 5s (up to 10 stacks) But loses 2 stacks per failed Weak Point Attack |
Defense Master | Special Mod | When defeating an enemy, DEF +128.3% for 10s (Cooldown 25s) |
Firing Fiesta | Special Mod | When Reloading, rounds are not consumed for 3s (Cooldown 25s) |
Brisk Walk | Special Mod | On hit, Movement Speed +10% for 5s (Cooldown 25s). |
Sweeping Squad | Special Mod | When defeating an enemy, Firearm ATK +10.6% for 5s at a 33% chance. This effect stacks up to 3 times. |
Better Weapon Weight | Special Mod | Weapon Change Speed +25% When changing weapons, DEF +32% for 5s (cooldown 15s) |
Electric Conductor | Special Mod | When attacking enemies inflicted with Electrocution, Firearm ATK +8% |
Toxic Conductor | Special Mod | When attacking enemies inflicted with Poison, Firearm ATK +8% |
Venom Injector | Special Mod | When defeating an enemy inflicted with Poison, inflicts Poison on other enemies within 3m of the target for 5s (Cooldown 20s). |
Remote Generator | Special Mod | When defeating an enemy inflicted with Electrocution, inflicts Electrocution on other enemies within 3 m of the target for 3s (Cooldown 20s) |
Heat Incinerator | Special Mod | When defeating an enemy inflicted with Burn, inflicts Burn on other enemies within 3m of the target for 5s (Cooldown 20s). |
Quick Freezer | Special Mod | When defeating an enemy inflicted with Frostbite, inflicts Frostbite on other enemies within 3 m of the target for 0.8s (Cooldown 5s) |
Snowflake Conductor | Special Mod | When attacking enemies inflicted with Frostbite, Firearm ATK +8% |
Fire Conductor | Special Mod | When attacking enemies inflicted with Burn, Firearm ATK +8% |
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Module Capacity Explained
Every module you can get in the game requires a certain capacity to equip. If equipping a module exceeds your available capacity, you will need to remove some modules. The current capacity for your loadout is shown in the upper left corner under Details. The Descendant and weapon modules are separate, so keep that in mind.
How to Increase Module Capacity?
So you've reached your module limit and you don't know what to do? You're able to increase your module capacity using Energy Activators, which can be purchased from Anais, the Magister at the Research Institute.
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How to Enhance Modules in The First Descendant?
Follow these steps to enhance your modules in TFD and make them better:
- Visit Silion: Go to Silion, the Module Master.
- Select Enhance Module: In the Enhance module screen, choose the module you want to enhance and press Enhance.
Enhancing modules requires Kupier Shards and Gold. The cost increases with each enhancement level.
Enhancement Levels
Modules have different enhancement levels, usually up to 10. Each enhancement increases the module's effects but also raises its capacity cost.
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How to Dismantle Modules in The First Descendant?
Do you know you're also able to dismantle Modules in TFD? Here's how to do it:
- Go to Silion: Visit Silion, the Module Master.
- Select Dismantle Modules: Choose the modules you want to dismantle and press Dismantle.
Dismantling modules will immediately grant you Kupier Shards, with the amount depending on the module's tier.
We hope we've explained everything there is to know about Modules in The First Descendant. By following this guide, you'll be prepared to boost your Descendant and weapons. We would like to extend a special thanks to Game8 and Alcasthq for some of the information included in this article.
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